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    posted a message on Updating to 1.8: alternative to Item.doesContainerItemLeaveCraftingGrid()?

    In 1.7 I used the function doesContainerItemLeaveCraftingGrid() to find out if a container item is supposed to leave the crafting grid once a result is crafted. Now, in 1.8, I see it is no longer there, and no functions of similar name seem to be able do the same thing. What am I supposed to use here?

    Posted in: Modification Development
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    posted a message on BetterBeginnings Mod Reborn

    This is a good mod =D It made my minecraft game a WHOLE LOT harder and funner =D But I have a quick question: How do you make a stone pickaxe to mine iron? or do you use the bone pickaxe?


    A stone pickaxe is made from smooth stone in this mod. I thought I put that in the documentation. I'll update that when I can.

    Posted in: WIP Mods
  • 2

    posted a message on Why is Mojang so lazy.

    Disclaimer: I am a current mod developer, and I code whenever I have the time (which has not been particularly often recently). As judging by your (the OP's) post's tone and and the lack of technical terms used in any of your posts, I can safely assume you have little or no experience with software development, particularly not game development or mod development.


    The reason is simply because they aren't lazy.


    For starters, 1.8 was a massive update, and managed to push it out surprisingly quickly. From a development perspective, and looking at the features provided in 1.8 (external and internal), they have put a lot of work into this code. While you may only play SSP or SMP and see 1.8 as a few new doors and fences, a new temple and mob, and a few minor gameplay tweaks, looking at all the features shows that 1.8 has a huge internal featureset, finishing some of the ideas that were started in 1.7. New commands and a revamp of adventure mode for mapmakers, internal rewrites of the id and block location systems, a complete and total overhaul of the rendering engine, which now loads block models from JSON files (which many mod devs are very unhappy about, but I digress), in addition to those frontward SSP additions mentioned earlier. Specifically, the rendering engine is one of the largest parts of Minecraft, far more lines of code than the item mechanics and (non-tile entity) block mechanics combined. A fifteen-year-old with homework and school most certainly cannot churn out a fully-fledged mod (not just a mini-mod like "obsidian tools") in three months, let alone one with as many features as 1.8.


    About the API: IMHO, Minecraft's code is fairly well-organized now, much less spaghetti-code than it used to be. The API will come eventually, but the reflective code that mod API's (I'm using the term "API" in a loose sense here) like MinecraftForge use must be done from the ground up. The ability to load plugins isn't present until the rest of the API can actually handle the code from those plugins. The foundations of what may become the API have been built up for a while now: resource packs in 1.6, shader mechanics and UUID's in 1.7, and the JSON models in 1.8. There aren't any hooks for code now simply because that's the last part of an API. What I mean by "reflective code" here is how API's work. The official API will have to load source code or compiled ASM code from external files not present in the original game code, and modify the game itself while the game is running. This means more than just simple find-and-replace refactoring, this means restructuring the code to be able to function fully without even knowing what the code is ahead of the time. This concept of reflection in code is a very advanced topic in any object-oriented language, especially Java. Making sure the reflection works in a way so that the main game code is still very usable for modders is that much more difficult. Don't underestimate the difficulty in creating a working API.


    And about snapshots: After a major release such as 1.8, they do continue working and releasing snapshots as before, only these snapshots are called prereleases, and they contain mostly bugfixes and optimizations. They don't start working on next-version snapshots until the current version is relatively bug-free and stable. Do you remember 1.7.10? They hadn't started releasing 1.8 snapshots until after 1.7.10 was complete. 1.8.2 is the current vanilla Minecraft version. Until Mojang has determined that enough bugs were fixed for the final, most stable 1.8 release, they will continue working on 1.8. That is simply their version life cycle. 3-6 months of looking at all the new features we're going to get, followed by 4-8 months of racing to utilize all those features to their fullest potential before the next version comes out and breaks a few things, rinse and repeat. Just look at the Redstone, Creative Mode, and Resource Pack sections of the forums flood in the first few months after the new versions come out. Look at the maps and mods being constructed now after the initial hype is over, while we try to put those new features into a cohesive, functioning whole to maximize the enjoyment people get out of this game. This life cycle works extremely well for Minecraft, because of how community-driven this game is.


    Lastly, on the topic of a final release. Minecraft is a very community-driven game. Half of us (at least) wouldn't still be playing if it weren't for all the added content provided by players, for players. A final release would break that cycle and cause the game to fade away. Not only does this mean that Mojang (and now Microsoft) would lose a ton of money, but bugs will eventually come to show and compatibility issues will rise as the rest of technology leaves the game behind. Final-release "patches" would in essence be featureless updates. If you think about it, the idea of a final release to Minecraft is really quite saddening.


    EDIT: NineEx, if you want a voxel RPG instead of Minecraft, take a look at Cube World. About a year or so ago it was all over the forum front page.

    Posted in: Discussion
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    posted a message on Quote from USERNAMEgo-next
    When quoting anyone, the username is followed by the a link saying "go-next", instead of what I assume is supposed to be a button. This might be an image not loading, and defaulting to alternate text.

    Screenshot:
    Posted in: Forum Discussion & Info
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    posted a message on BetterBeginnings Mod Reborn
    Quote from Sigma85»
    This mod sounds like exactly what I was wishing for in the ftb mod suggestion thread. I'm guessin as I'm not a coder that mods like GregTech and TiCon don't extend the tool class or something and therefor can not break their usual blocks with your mod installed. Perhaps you could add support for adding in tools to proper lists manually ? GokiStats had a good in-game way to add certain tools/weapons to desired skill sets. However with GT & TiCon both having meta style tools, this could be a very VERY long process. Perhaps a GT-like option to "force" adventure mode via config options as an alternative ? Beyond that, I LOVE this mod, it really is exactly what I would make if I could code myself...Without making this a TFC clone, do you think there's any other similar ideas in the works ? Planks require saws, bricks are processed beyond clay in a furnace, clay can do ALOT of dif things in this setting, maybe mud-bricks that dry in the sun, thatch roofing ? just random ideas. My early game is lacking without this mod and with some other mods in place, stone isnt a feasible building material until you find iron and redstone, so mud-brick/adobe stuff would be awesome...ok im rambling...

    GT does not play well with others, especially TiConstruct. The two dev's had a spat and so now Greg has pretty much no intent on providing compatibility for anyone. mDiyo (TiCon dev) is a bit more focused on compatibility, and has these issues resolved quickly. The fact that you have managed to put the two mods in at the same time without it crashing amazes me.

    Since v0.9.0 of BB, you can add item id's with their metadata values to the config file in the format stated there (I can't remember what it was), and those items will be treated as axes, pickaxes, shovels, swords, or knives, depending on which list you add it to. If this compatibility feature doesn't work with TiConstruct, add a new issue on the GitHub bug tracker. If it works with TiCon but not GT, I probably can't help you there. GT's implementation of things, from a code perspective, is kinda weird. This makes compatibility a nightmare, and his code being closed-source doesn't exactly help either.

    I want to make sure this mod keeps to the style of gameplay of vanilla (unless you drop in a bunch of other mods), and a TFC clone would change the style a whole lot. Right now my next new feature of the mod (not compability-oriented) will be cloth armor and its related items. After that I will add more uses for the knife.
    Posted in: WIP Mods
  • 1

    posted a message on BetterBeginnings Mod Reborn
    Quote from Pupthegreat»
    why on earth, thats so rude dude! :(

    Unfortunately, I only have a limited time to implement suggestions, and some ideas benefit this mod more than others. I have to prioritize to make sure the more pressing issues are resolved first (1.8 update, NEI integration). This way the mod doesn't become both stupid and outdated at the same time. While the ideas proposed sound like they would fit in well in a mod, that doesn't mean they would fit well in this mod.
    Posted in: WIP Mods
  • 0

    posted a message on GaGa - Soccer + Tennis + PVP (1.8.3+) [2000+ downloads]
    No pics, no clicks. Screenshots are kinda necessary here.
    Posted in: Maps
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    posted a message on [PATCH 1.1.4] OUTSTANDING ARTIFICIAL INTELLIGENCE ARMORSTAND ROBOT MECHA DEATH BATTLE!!!
    I love how image links to Photobucket always break within a few days. BTW, your image links are broken. I strongly suggest using Imgur instead.
    Posted in: Maps
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    posted a message on BetterBeginnings Mod Reborn
    Quote from Swagmasterjohn»
    Hello ,this is my first post and all , but I just wanted to say this looks like a really fun and interesting mod however I have some ideas that will make it even better:

    Food Decay: Food will have a rotting process of two to three days , this will make you and your minecraft expired cd on edge all the time searching for food (You can store food in an icebox to keep it for about 6 days)

    New Mobs: There could be harder nights with all new mobs such as, Vampires and Werewolves who fight against each other all the time ( if you get bit you could have a new altar to cleanse your soul , takes xp and gold and will kill you in 5 days if you are bitten and Not cleansed) also hordes, a wave of a ton of zombies that has a rare chance to spawn in the night , maybe a ghost or ghoul type of thing that can give you an effect called scare (this effect makes your pov go out and you to go a lot slower, this could be especially hard when you are fighting a lot of mobs)

    Farming: FArming is easy enough in vanilla so it is easy enough in your mod so make it that it takes longer and or more tilling , from weeds and grass growing, to make farming not as easy as it is in vannila

    Thanks for making this mod btw I think it looks great I will be back later with some more ideas I just have to think :P

    These all sound like very interesting ideas, but from a programming perspective, all of those are very difficult to implement.

    The food decay is very difficult to implement and will certainly add significant lag, as I will have to "force" all the chests in the world, at least the loaded ones, to update repeatedly and check if the food should start to go bad. In addition, the base food class will need to be redone, probably through ASM/reflection, and this will certainly cause compatibility issues (especially with some of my favorite mods like Hunger Overhaul).

    My understanding is that adding new mobs is a very time-consuming and tricky task. That's why so very few mods actually have any mobs in them. They require a lot of modeling, animation, texturing, and rendering just for the bare aesthetics. The mechanics themselves are the interesting part, but it's a lot of work (including update work) for a seemingly small improvement to gameplay. Also, AnonTheMouse is right, this RPG-style gameplay you describe here really stretches BetterBeginnings too far from vanilla. (Not to mention those soul mechanics will be hell to implement.) If you want a mod that has those kinds of mechanics, look at Blood Magic, or maybe take a look at Twilight Forest for the adventuring mechanic (plus quite a few well-designed mobs).

    I've always found farming to be a fairly bland and boring task in Minecraft, something that you just sorta waited on while you build other more interesting contraptions. I might want to complicate it a bit, but adding weeds and complicating tilling seems like it would increase frustration more than make things interesting. Anon's idea of changing the bonemeal mechanic sounds actually pretty simple from a coding perspective, so that might be implemented. I strongly recommend you looking into Agricraft, I think its mechanics are closest to the kind of effect you're looking for.

    Again, I've been pretty busy lately and it looks like I have had a lot of todo requests coming in for the past page or two. I'll look into tweaking farming a bit when I have the time and some of the other more pressing features (NEI integration) are done.
    Posted in: WIP Mods
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    posted a message on BetterBeginnings Mod Reborn

    Well, if writing all those .json files bothers you, I could begin writing them for you. Though, I must agree, two files should be the maximum: one for blockstates, and the other for the model.

    Thanks! You probably shouldn't submit a pull request, due to the massive amount of changes between the main repository and my local version. Instead a simple link to a zip would be great.
    Quote from EVO_Gamers»
    Something you should add in the 1.8 update is an NEI plugin so I can look up your custom crafting recipes in-game. Erebus has it, Bontania has it, even Tinkers Construct has it! Im not a minecraft modder in any way, but apparently it is very simple to make an NEI plugin for custom GUIs

    That is one of my top priorities for features. I've found it a bit annoying myself, especially due to the amount of FTB I play compared to vanilla. Note that this feature won't happen in the 1.8 version until NEI (at least) updates to 1.8, which I don't expect to be for another month or so.
    Posted in: WIP Mods
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    posted a message on BetterBeginnings Mod Reborn
    Quote from Ajay_77»
    I've already read that but it didn't really help because i don't know when the mod will be on v0.9.0 but thanks anyway.

    1.8 Update Progress:
    Quote from einsteinsci»

    - Wait for MCP to update (Done)
    - Wait for Forge to update (Done)
    - Update basic mechanics/events (right tool for the block, etc.)
    - Update Items (if necessary)
    - Update Blocks (if necessary)
    - Update Tile Entities (if necessary)
    - Update UI and Containers (if necessary)
    - Update Achievements (if necessary)

    The 1.8 update will first be present in v0.9.0. It will also have a 1.7.10 version, however, for compatibility purposes.

    And the FAQ:
    Quote from einsteinsci»
    When will this be updated?
    You know, you're not supposed to ask that question. When an official update to Minecraft comes out (1.8), I will post a list of things we need to do or wait for on this thread in order to get it updated. A lot of modders hide how far they are on the update or even if they're going to update, and that is why this question gets asked so much, despite the well-known ban. If you want to see specific progress on our mod or help us update it, we have a GitHub repository just for that.

    And for my current situation:
    Quote from einsteinsci»

    Mostly due to planning and that it's fallen toward the lower end of the priority pool. Here's the plan right now:

    1.8 Update -> 1.7.10 Branch-> Fix campfire being mostly useless (possibly 1.8 only) -> NEI Support in 1.7.10 -> Finish in-progress features like cloth armor and the like (probably both) -> bugfixes for both -> discontinue 1.7.10 for 1.8.

    The 1.8 update will take a long while, and as you can see, very few Forge mods have updated, due the the complete rewrite of the graphics system. I now have to write three separate JSON files for each and every block, which is completely ridiculous. (Why Mojang, why couldn't it be just one?!) In addition, I had some special code to do the partially-transparent ghost blocks/items from various GUI's, which I will now have to find a new way to implement.

    In addition, I'm very busy due to robotics ramping up in my real life, and 1.8 will have to wait for a month or so. Expect 1.8 to come out 2-3 weeks after I finish with the robotics season.
    Posted in: WIP Mods
  • 0

    posted a message on BetterBeginnings Mod Reborn
    Quote from Ajay_77»
    I really like the mod but when will it be updated to 1.8.

    Read the OP. Read the FAQ and/or the 1.8 Update section.
    Posted in: WIP Mods
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    posted a message on BetterBeginnings Mod Reborn
    Quote from ap002»
    Hello,
    im obsessed with this mod!
    can i please please please please use this in my modpack?!
    thanks alec

    You don't need to ask my permission, that's the beauty of open-source. Thanks for letting me know though!
    Posted in: WIP Mods
  • 0

    posted a message on BetterBeginnings Mod Reborn
    Quote from AnonTheMouse»
    So, after playing around a bit more with the mod, I think I've identified where a choke point in the progression is. Now, as you say, rabbits will make leather more abundant in the future. It's not a perfect solution, though. There's also the use of twine, that's only coming from vines, in the fire starter. As a result, there's a somewhat narrow range of spawn types that are currently viable. So, I'm thinking of three changes that could fix this.

    1. Add a recipe to make twine from tallgrass, as well as vines. Possibly just a 4-1 ratio, since tall grass is common.

    2. Allow twine to be used as an alternative to leather strips, at least in 2x2 recipes, or just as a general "binding" type in the Ore Dictionary.

    3. Change the way bone shards work, allowing a simple 1-2 craft of bones to shards, overwriting the bonemeal recipe, and make shards craft bonemeal at a 1-2 or 2-4 rate. This one's optional, but would remove the gravel choke, for people that worry about that (Maybe a "knifeless shards" setting in the config?).


    About these tweak ideas:

    1. I had intended to do this, but apparently I never did. Derp. That seems to happen a lot with big updates.
    2. I like this idea, I could set them as "itemBinding" in the ore dictionary. Should be pretty easy.
    3. Not sure about this one, the whole point of the hammer is to fix the gravel choke. I might do this as an option, defaulted to off.
    Posted in: WIP Mods
  • 1

    posted a message on BetterBeginnings Mod Reborn
    Quote from AnonTheMouse»
    I actually have some thoughts on what to do with the campfire. Can't remember if I've brought these up before. The implementation of it is pretty cool, but in my opinion, it comes a little too late on the tech ladder to actually be useful. Since it's costing logs and cobble, you need to have at least your first pick and hatchet to craft it. Then, since the pan is needed to cook, you must have advanced to stone on the pick, and built and run a Smelter. By that point, I'd actually be quite surprised if someone didn't have their oven.

    What I would suggest is that the campfire should be available almost from the start. To accomplish this, make the recipe a shapeless (or at least slanted) recipe, like this; One block of Gravel (rather than two cobble), Two pieces of Long Grass (or Ferns, or Dead Shrubs) for tinder, and a Sapling to burn. With this recipe, the most advanced tool the player needs is a knife, allowing them to have a campfire while still in the nomadic stage of their playthrough.
    However, to add to this, cooking. For it to be truly useful, the player has to be able to use the campfire. That metal pan would make a good way to allow players to cook (at least some) of the better foods on a campfire later. However, there should also be a selection of "camp foods" that don't need it. Of course, it can already make charred meat without a pan (and you might want to put that in the description). However, going along with the idea of marshmallows, I can think of a few other things that could be made at a campfire. - various brilliant ideas -

    I think that using some or all of these ideas ought to make the campfire a much more valuable part of any playthrough.

    (Edit: A special thanks to the complete moron Curse hired to code the forums for ruining the formatting on my post. Seriously, I spent, like, ten minutes fixing it, and the completely broken forum code just screwed it up again.)

    I really like the ideas here. I put a link to them on the issue page (#47).

    (And I agree with you on the forum formatting. Looks like somebody was never told not to mess with a coder's whitespace. I have the OP for this topic saved in a separate text file that I copy-paste because going in edit mode just about screws up all the formatting for the entire post. Even with that, I still can't unbold my contributing and license sections, no matter how many /b tags I put in, and they put in newlines that were never there too.)
    Posted in: WIP Mods
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